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6/28/2025, 1:08:20 PM
>>529056831 (1/2)
I've noted that all the FPSes out there that I'm aware of all feel arcade-y to the extent that it breaks immersion. They have some sort of menu or UI element that's there to just tell the player information, instead of the them actively performing an action to verify that for themselves.
As an example, arcade games such as CoD just show you the amount in the magazine and the total times you may right click while ARMA 3 has some graphic to show you about how much there is in each magazine you carry.
I admit to being too lazy to create UIs, but I propose these ideas:
A system to grab magazines off whatever container the player has on their person and seeing how much ammo it has. Or use their ingame hand through some procedural animation to detach the magazine for inspection.
Maybe extend this extreme degree of physicality to replace menus, too. Go open containers, rummage through their contents to get what you want. Die rummaging in the middle of combat, learn to organize items on your person beforehand. Gain the satisfaction of coming prepared, running into an unexpected situation, still come on top due to a combination of luck and drilling.
Or see some cool reload animation on youtube, have some well integrated macro system to choreograph your playermodel to recreate that ingame.
No need to bother with pedantic arguments regarding the exact string of characters that correctly identifies a firearm because the player will only the given the ability to rotate their gun around and disassemble it in order to satisfy their pedantry, and be able to mount/replace/modify attachments to their liking. Really, IMO, they should be wondering whether their gun fires when pressing the trigger, and what to do next when the reason involves
what they suspect is a malfunction. Die due to this. Invest your ingame cash wisely to acquire more reliable parts. Have your gun blow up on you because you bought ammo in bulk from some trader at a suspiciously low price.
I've noted that all the FPSes out there that I'm aware of all feel arcade-y to the extent that it breaks immersion. They have some sort of menu or UI element that's there to just tell the player information, instead of the them actively performing an action to verify that for themselves.
As an example, arcade games such as CoD just show you the amount in the magazine and the total times you may right click while ARMA 3 has some graphic to show you about how much there is in each magazine you carry.
I admit to being too lazy to create UIs, but I propose these ideas:
A system to grab magazines off whatever container the player has on their person and seeing how much ammo it has. Or use their ingame hand through some procedural animation to detach the magazine for inspection.
Maybe extend this extreme degree of physicality to replace menus, too. Go open containers, rummage through their contents to get what you want. Die rummaging in the middle of combat, learn to organize items on your person beforehand. Gain the satisfaction of coming prepared, running into an unexpected situation, still come on top due to a combination of luck and drilling.
Or see some cool reload animation on youtube, have some well integrated macro system to choreograph your playermodel to recreate that ingame.
No need to bother with pedantic arguments regarding the exact string of characters that correctly identifies a firearm because the player will only the given the ability to rotate their gun around and disassemble it in order to satisfy their pedantry, and be able to mount/replace/modify attachments to their liking. Really, IMO, they should be wondering whether their gun fires when pressing the trigger, and what to do next when the reason involves
what they suspect is a malfunction. Die due to this. Invest your ingame cash wisely to acquire more reliable parts. Have your gun blow up on you because you bought ammo in bulk from some trader at a suspiciously low price.
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